#Delveborn
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right now the game really only goes to level 4-5 ish
You plan to have a cap?
Or too early to know?
I feel like 15-20 (max 30) is a good range and would ensure it stays kinda short and relatively easy to balance
Is Sonic in? He has stats and ability but it's bot green
Marmunch
(Marmot + Munch)
-# Nature: While at 33% or less HP, this mon's attacks deal +1 damage and heal it for 1 HP.
Ghowlie
(Ghoul/Ghillie (bc of leaf-like feathers) + Owl)
-# Nature: Whenever you Capture a mon while Ghowlie is out/active, Ghowlie heals 3 HP.
Gumbly
-# Nature: When this creature attacks, it removes all Poison counters from the enemy and heals HP equal to the number of poison stacks removed / 2 (rounded up to nearest 1).
Blighder
(Blight + Spider)
-# Nature: When this creature attacks, if the enemy has 8+ stacks of Poison, remove half the stacks of Poison from them and Petrify them.
Tadthing
(Tadpole + Thing)
-# Nature: All of this mon's cards start Slimed. Whenever this mon uses a move, if it is Slimed, this mon heals 1. If the move is not Slimed, this loses 1 HP instead.
Kr'Ronch
-# Nature: Whenever this mon takes damage, it has a chance to "eat" one of the moves from the bag (equal to the inverse of percentage of its HP / Max HP), healing it for that card's Mana Cost.
getting wrecked by mirecoil
its all over
the balance is
really off
i tried to do a build to let you test
and you cant even win like 2 fights in a row
because if you catch you dont get exp
and the enemies get +1 level every map
and mirecoil is a menace
also kleptopod is a menace
i hate all of them
actually got to the bottom
your games makes me visually think of Pokemon but as a creepy style, it looks pretty interresting already. Love the idea of keeping it in sepia btw.
Thanks. I need to focus more on art soon
I've spent the last week programming the battle engine
Curse/moves that keep making moves seem pretty strong for a level 1 and maybe should be given at level 3 or something at the earliest.
Mirecoil looked crazy bc it had low hp but 2 HP regen??!?
Hhlepto
-# Nature: Whenever this mon inflicts Poison, it also inflicts Blind at the same level.
Bulbite
-# Nature: Whenever this mon takes damage from an attack, add a Bite with Ethereal to the bag for this mon.
Budrake
-# Nature: Whenever this mon Unburrows, it Petrifies the enemy.
Mirecrow
-# Nature: This mon's Storm moves also apply Poison 2.
Molmight
-# Nature: This mon's attacks do +2 damage if this was Burrowed when it attacked.
Barklin
-# Nature: Whenever this mon uses a Blight move, it gains 1 Armor (Temporary Hit Points, not damage reduction).
Stalker
-# Nature: When this mon enters, it Poisons a random enemy card and copies it for this mon.
Marshmite
-# Nature: Whenever this mon would Burrow, it gains that much Armor instead (Temporary Hit Points).
Troglobeast
-# Nature: This mon's Brutal attacks deal +1 damage for each Slimed card the enemy has.
Leaflea
-# Nature: This mon's attacks deal +2 damage to Blight and Bog mons.
Ng'Grarl
-# Nature: This mon cannot be Poisoned. This mon's attacks deal +1 damage to Poisoned mons.
Stalactoad
-# Nature: Whenever this mon would be Petrified, it gains 5 Armor instead.
Shnugg
-# Nature: This mon gains 2 Armor when it joins battle. Whenever this mon's Armor breaks, Slime 2 random cards.
Scorpid
-# Nature: 50% chance whenever this is attacked it applies Poison 2 to the enemy.
Sporgus
-# Nature: 50% chance whenever this is attacked it applies Sleep 2 to the enemy.
Ulexi
-# Nature: This mon gains 2 Armor when it joins battle. Whenever this mon's Armor breaks, Spike 2 random cards.
Shnorkle
-# Nature: Always Blind. Whenever this mon misses an attack, it Poisons a random enemy card.
Gremlidillo
-# Nature: Always Blind. Whenever this mon misses an attack, add a Crystal Shard to the bag for this mon.
Homonclash
-# Nature: Always Blind. This mon's Brutal and Dread attacks deal additional damage equal to this mon's Level.
I agree
It's the combo of Regen and curse
Honestly Regen makes everything kinda take forever
I don't like it
I might make all life Regen =0, unless you get it through a nature or event
ok its slightly more balanced now
She's beautiful
Klepto too op? I can see it. Def thought he'd be better on a team, but I can see how he'd be annoying even as a normal mon
Yeah, Regen seemed like it might get crazy depending on draws. As a status or nature makes more sense imo.
Mana regen still makes sense tho
I also suggested some regen-like abilities, but they don't auto-trigger, they have a requirement to give HP.
Is this AI?
Yes
Yes that seems better
Honestly when the fights draw on it's really lame
Yea, I just zeroed out all life Regen and it's much better
Nice. The chameleon and rock guy should be a bit easier to deal with then
Idk about Klepto
He's easier because I made him a mini boss
At a glance Klepto seems mid, but i haven't tested, so idk
I can upload today for sure, it's much better have the tweaks
Yesterday it was like
Not even close
Oof.
Idk if i'll have time tonight to give it a look bc Imm celebrating a bday
But
I can def test tomorrow
Unrelated (ish) but I'm curious what you'll think of the mon natures suggested above.. starting with Marmunch, I think (or in reverse order, Homonclash)
Some are def more involved
Like.. Kr'Ronch
But I tried to keep them different and play on diff statuses and stuff, keeping them unique (kinda) where I could
Looks clean-ish, but can't see Mirecoil's HP anymore, and the move list seems way too short/small for 12+ moves
Also question of how to capture and switch comes in
The varying looks of mirecoil kill me lol
Ethereal Bite anytime it's hit didn't seem too strong to me, just a nice balance to increase odds of hitting one of its moves if it's getting hit a lot
If you didn't make it Ethereal, then it might be broken
Something I noticed though is that GPT thinks that the mon abilities should show in the UI for some reason
I think that's good
Your need to know at least the enemy so you know why things are happening
Yeah, i think it would be good
True. That can maybe be an on-hover though
I had an idea for the moves, btw, to potentially help declutter
What is it
So it's just a wheel... like you have in SlotGun when you hit jackpot...
BUT
It's small and only shows colors that represent the moves' "owner" when zoomed out... and there would be a little text box that shows the name of the move the arrow currently is hovering over on the wheel
I was thinking of putting them in a spinner/wheel
And you can click on the wheel to see it up close/big
Well well well
Or maybe I should say
Wheel wheel wheel
Next update simple music and sound effects, pl;s
I see now where the Blond hair Maudorm comes from. I missed that originally
Yea hahaha
I do think sounds will help know what's going on
I almost recorded myself saying "miss" and "poison" and stuff
But I was sick last week and my voice hasn't recovered
Made it to the bottom. Maudorm doesn't seem too bad; decent moves, barely misses from my testing. However, I fought a Maudorm that missed 4 times in a row and I couldn't hit it bc of its burrow, lol. Pretty decent mon, imo, at least given this limited cast.
Cleftback is just a solid tank since it takes flat -1 damage, but its low mana makes it kinda meh.
Didn't use Sonic much, he feels kind of underwhelming and from what I could tell his Spikes ability wasn't working or there was no indicator for it.
Squibble seems decent, especially vs Maudorm and Mirecoil, since they make cards normally and you can Slime them, but from what I could tell there was no way to tell when Slime triggers.
Final point, aside from SFX and music.. I think an On Hover to see what the different icons mean/are would be super useful, same for Moves.
I also don't know what Trauma does..
But just encountered a weird thing where Maudorm used Blood Magic and it created a Trauma and gave it Burrow... Like... Brother missed making a new card somehow
Game crashed on me, I think?
My Sonic died against this Maudorm after the longest fight I ever thought I'd see a Sonic give this worm... When he fainted, I tried switching in my Cleftback, but this is all I see and no Continue button or anything
Idk if maybe it was a "move bag overflow"? Sonic had 2 moves and as you can see... the worm has a lot... But when I swapped in Cleft, my moves went from 2 -> 3 and pushed some enemy moves down. Idk if that'd do anything, though
I count 13 moves there. I thought max bag size was 12... unless I'm trippin
I think 12 was Max, but I didn't really enforce it, so it probably just ran out of options and messed up
I never thought of what happened when you miss but create a card
Miss -> Create Move + 2 turn damage immunity kinda broken ngl
Well in that creatures case it's even more busted lol
Just free mana and no danger
Anyway, I think clarity is the worst thing right now
IDK if you agree
But like better UI, sound, and tooltips is kinda needed
I think i agree, yeah
You got this
I started a super basic 2-week challenge with some friends/coworkers bc I really wanna get better at just making stuff and honing scope
And they were also interested
As we all want to leave our current jobs with our company...
Though that part feels more tricky and probably easier to do just by applying places.. which I have been doing
Hahahaha
The labor struggle is real
This is what I've learned.
Two weeks challenge, try to finish the game in 72 hours (a weekend)
4 weeks, try to finish the game by day ten
That's kinda rough, but I get it. I managed to get my pokemon-like battler to a decent state after 2 weeks spending 3-4 hours a day (minimum) on it. Haven't had the ability or drive to do that recently with newer projects. Been rough
Anyway
If your day job is programming and it sucks and you want to quit
Then I understand why you don't want to come home and program 4 hours
Even if it's not programming
A bad job makes it hard
yeah when you grind all day it's kinda hard to find the strength to do something clever and not jump in tv or internet consumption...XD Keep it up ! Your game seems pretty cool already as i said before ๐
It is programming. The coding isn't the pain point though.. It's management
Hrmmm
I don't think attacks need SFX just yet. I would probably have the following:
- Battle music
- Map music (StS selection tree)
- Boss music (??)
- SFX for when the move selector/arrow moves to a new move (?)
- SFX for when a status is applied (blade "shing" for spikes, goopy "bloop" for poison, muffled earthquake-y sound for burrow)
- SFX for when a mon is defeated/their HP is reduced to 0 (?)
i wanted a sound for when you miss and when slime activates
so you feel like your statuses are doing somehting
but yes, i just need those, but idk how to even get those
without recording them myself
Ooo. Hrmm. For Slime i think a solid "splat" sound could work for now
Miss would just be a "woosh"
Check itch.io for combat sfx.. there are probably some decent free packs with all the stuff i mentioned
less brainpower = i can do it
๐ฅธ
Got a new mouse because my other one was tilting me with half clicks and double clicks randomly (RIP old mouse). But this one is weird because it's one of those ergonomic mice. Weird feeling
Anyway, how are sounds going?
Ooo,. not bad
Idk if this is the one you grabbed
But might have stuff you could use
This one explicitly has an Earth and Poison sound
And Water for Slime, i guess
Even if only placeholder
Just do Water for now, yeah.. Can always come back to it
decent UI sfx:
https://ateliermagicae.itch.io/fantasy-ui-sound-effects
This has some nice stuff as well
i think i just need some impacts
๐ค
Don't forget pitch shifting
Yeah. Within a range.
Set range between 0.85 and 1.15 or something, get rand pitch from that range, and apply that shift to any sfx that play, otherwise it can apparently sound monotonous
Are the sounds in? ๐
Oh snip, fair fair
im back to delveborn
and ive got some fresh eyes
one thing is, i think we need slightly more strategy
right now each fight is roughly a 50/50
some mons do better against others, but its hard to even do that
so i think we need a way to do like a pick and ban with your moves and their moves? something to give you slightly more agency before watching the slotmachine
or during
Hrmm
I think I agree it needs something kind of interactive
Or strategic at least
I'll just throw out this idea and see if it lands:
Make something similar to a "relic" system from StS. Start the game by choosing a relic from a select random pool that affect gameplay.
At chests on the map, give like 2 or 3 options to choose from.. so you don't just lock yourself into a random strategy entirely.
If you want to keep on theme, maybe the relic you get appears in a list/wheel and you spin it to get your relic.. and you get like 3 rerolls.. and if you reroll it removed the option you passed up from that list, helping ensure your next relic may be better, or if the relic is good but not quite what you wanted, then you have to decide to take "good but not perfect" or pass it up and potentially get something worse..
That would work, just using the relic to give a stat boost?
Maybe we do something about switching? Like if you switch to a creature you get a boost?
IDK..
I just keep thinking of a ban at the beginning of the fight
Like you can ban one move
1 it gives more agency
- It gives you a chance to read their moves and understand them
That also works. Only at beginning of fight? Not when things switch in?
Good question
Does that mean the guy who removes a card any time he switches in is effectively getting a random "ban" on switch-in? Or not the same in your mind?
Yea he would
Maybe at the beginning before the moves are put in the bag
You can pick 1 of yours to go in, and ban one of theirs to go in
But then only 4 total go into the bag
2 from each
Because I think when like 6 moves go into the bag it's kinda complicated too
He's burrowed
Ohhhhh
Ooo, i like it. Very cool ๐
This might be extra for your next release but
Adding a moving texture or something to the health and mana bars would be slick. Like giving it a moving "water texture" overlay or something
Trackable I think is easy. If all actions are processed through the same handler, you can just throw them into a Log list, basically.. making them interesting to watch I think may require some additional animations and stuff
thats pretty cool, maybe just a sine wave offset on the texture
yea, not trackable in the computationally trackable sense, but trackable in the human sense of "i saw what move was selected and fully understand all of its effects and follow along actions and why they happen"
Ahhh
because alot of the actions kinda of create 2-3 after effects and when they happen instantly it just doesnt make sense, especially when they interact with the monsters natures, etc
Hrm, true. I gotchu.
im watching wildfrost videos and trying to learn some things on ui/ux
Wildfrost on Steam: https://store.steampowered.com/app/1811990/Wildfrost
This video came from my stream on April 13th, 2023. Catch me live from 9AM-2PM PT every weekday here: http://twitch.tv/Northernlion
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S...
Need like an AnimationManager or something and queue up the animations to play in sequence.. then when it's done (no more in queue), let the battle manager continue
its just such a cool ux and so clean and smooth and clear and nice feeling
thats kinda what i did
I am thinking of making a action queue type pattern
but right now I just did a coroutine for each state and they can delay depending on which things are happening
enum BattleState { None, PicknBan, Pick, TurnRoll, PreTurnExecute, TurnExecute, RunningMove, FinishTurn, Pause, PlayerCreatureDied, BattleEnding, LearnNewMove };```
but its still state machine
pick n ban is really working great though
Does the enemy ban at random? Or is there a logic to its choice?
Ahhh, so you ban your own stuff?
no
you pick one move from your side to guarantee goes in the bag
and you pick one move from their side to guarantee will NOT go into the bag
then the game randomly picks 2 moves on your side and 2 moves on their side to go in
greyboxing because i suck at ui
and i can use them as a template
i made the emote on accident lol
glitch: switching in removes enemies bonus moves (like curse activate)
Oceans 11??
Oh, it all makes sense now, lol.
Idk why my mind went to Oceans movies. Been a long weekend
Nice. Watched it. What's the game jam about? And how long does it go? You have any ideas yet for "improvements"? (only in quotes bc you really only know after testing/execution..)
improvements is likely going to be
a skill tree lol
and maybe a gambling system
where the moves have a % next to them that represents how likely it is for them to happen
added tooltips for moves, conditions, and move statuses
improved button selected graphics
I added the gambling system
you can now bet on how likely you are to win lol
I also AI generated this:
Top one fits aesthetic better
yea
i also removed the party system and creature collection aspect
you now select a creature at the beginning
unfortunately
Interesting
you spend more time figuring out how to spend money to upgrade your creature
its basically an economy based game now
do you spend money to upgrade your guy, invest it for later, bet big on this round, etc
Hrmm
it has changed a lot
I will upload a video
I added ethereal
I have also put in petrify
which makes their nature get overidden until it is over
I just got the moveslist up to 40 moves
How many was it at before? And do you have the new list? ๐
I tried to get 5 of each type, but some of them just didnt have enough development to do that
like for example armor isnt implemented, and rooted doesnt really make sense anymore since its 1v1 battles
blight and bog both need work
next im trying to get the creature list up to 2 of each type (16)
5 more to go
Ooo
i let someone play it 2 nights ago
and we started at like 1030
and accidentaly stayedu p past midnight
so i think its working
i have types for all the monsters
you really went ham
im just using your old ideas lol
i kinda need a workflow that goes from excel doc to scriptable objects lol
I think armor/thp should be easy. Just update the Damageable interface to include armor and when you are damage, deduct from thp before you subtract from main hp.. and then add a blue or white hp bar for armor above or below the existing hp bar to display it
yea
I just havent done it yet
im trying a new style of development right now
and its working really well for me
Waterfall or Agilev
im basically implementing 1 new feature, then making it touch literally every other system before moving on
so like i added in a shop
Ahhh
then i made it so every other system connects to the shop directly or indirectly
Interesting
so the battle system connects to it because you can now bet on your fights
and the move/tile system connects to it because there are now moves that give you gold
the creature system connects to it because you can buy moves, creature upgrades, or stat upgrades
I also made a new type for it called "greed"
and then i made a system where the potion now costs gold
and then i made a system where you can use your gold to "cheat" and force the spinner to stop on your tile
and then i did a similar thing with every other mechanic that was already in. For example blind is now fully connected to a lot of the other systems including natures, tiles, moves, and events
im basically seeing every mechanic as a node, and not saying its done until ive connected it to every other node somehow.
so there are no mechanical silos
This guy but Greed type with the nature:
This mon's Greed attacks give +1 Gold (even if they don't normally give gold).
wow you saw it coming
Just implanted it deep in your brain. Inception-style
xD
This might be extra extra, but given mana is the main resource for using moves, i think it could also be interesting if there were a few moves that use hp or gold to trigger
i added blood magic, which uses hp to trigger
and iwas also thinking of making greed moves able to use money for special effects
like
they all just do normal damage, but you can spend up to that amount of gold to add more
so like a 2 gold move can spend 2 gold to be 4
or their special effects just cost 1 gold or they dont activate
kind like monster path sparks
honestly, the thing that im really happy with that we came up with, is the conditions on moves
they are super interesting
like the tile being slimy or ethereal or spiky
Mmmm, so maybe something kinda like:
Coin Cudgel
-# Greed; Deals 3 damage. If you have 6 or more gold, spends 3 gold to double this attack's damage.
What about "Gambled"?
If you have any moves that are Gambled, then any time you land on it you gain 3 gold, but any time you land on a move that isn't gambled (yours or the opponent's), you lose 1 gold? Relatively low risk but high reward if you can pop off. Also would synergize with builds that use gold as resource for additional effects.
If you wanted big tradeoff
If you have 0 gold and land on a non-gambled move, all of your gambled moves are removed from the bag
oh thats cool
restarting thhe battle 9000 times trying to make a specific monster burrown the petrify the enemy
ok all the mons in
time to make a demo
Only restriction i think you'd need is you couldn't have half or more of your moves apply Gambled otherwise in theory you could run out of moves you can use.. and without mons to swap with, you would probably just lose
Unless you added some check if all your moves were removed and add a "struggle" type move to the bag that costs mana and hp to use, idk
I was thinking of that
Because some moves add ethereal
Im going to make a demo and steam page, hopefully by end of august
one of these powers seems better
this one is getting out of hand
i etherealed all his moves away
May need that Struggle move..
I'm going to make it so whatever you pick the enemy can't be that creature
Hrmmm idk what that means but I trust
I mean the game won't let you fight an enemy that has the same creature as yours
why is this so hard to say
am i having a stroke
YOU NO FIGHT YOURSELF
PIKACHU NO FIGHT PIKACHU
But skree is fighting skree in the skreenshot
I KNOW
The world is broken
agreed
i fixed a lot of bugs today
but honestly
my big problem is i feel like i need a cleaner ui
and a visual overhaul
like i need the ui to be more clear and show all the info and not be ugly
IM LOOKING AT YOU STAT MENU
i love when AI redraws the monsters and jsut cant handle that they have an art style, and tries to morf them to the AI style
What is this? Number of cards of that type in your deck?
Ahhh
Hrmm, i would probably start with a simple icon that when you hover over it it shows those stats
Then decide if you wanna pursue that approach or try something else
Cursed, btw
I just feel like I need to find a designer to tell me how stupid I am
Do you have any icons or indicators to show what mons are what type?
What are all the statuses again?
right now the move statuses are spiky, slimy, and ethereal
and the creature statuses are burrowed, poisoned, blind, petrified
Ahh, right. Move vs Mon statuses. Gambled would be a new move status, if you pursue it >_>
Here's what gpt made. It put "Greed" under the Dread icon, but feels close-ish
Fester and Blight both being slimes is funny
lol
i think blight needs to be more leafy
maybe a muchroom
i like how they make them all have sad faces
storm is pretty fine
brutal and crystal too
blind i think should be like the justic thing
like a fabric on a skull
Asked it to make Blight a mushroom and it just turned it into poop
lol
The colors feel less "dark fantasy" โ don't mesh with the crazy moms as much. Or maybe I'm just biased towards the first thing I see ๐
Colors can change pretty easily
I realize without context that makes no sense. This is the song Colors by Flow (from Code Geass): https://youtu.be/FUH9S44D1BM?si=OXBkdHt8ycJJqi4B
Music video by FLOW performing Colors. (C) 2006 Ki/oon Records Inc.
Lol
i think i just finished the prototype as it stands now
there was visual confusion so i added a bunch of animations
but it looks done now
and you can play the entire map
@limpid dove how many battle backgrounds do you have? And do different ones have different effects?
Oh, lol
Well if you do add more... then they could add interesting diversity to gameplay if they have effects. Like the festival-looking background you currently have could give a discount to use potions (3 -> 2) or something
I'm actually a little over diverse right now
I'm trying to figure out how to layer in the systems
But I do think 4 worlds
And each different
Tmw the game is too diverse ๐ฅธ
Which systems? Money et al? Is Gamble making it in as Greed status? ๐ซฃ
Gamble is not in, but all the statuses, conditions, money, non standard types, lack of control, etc is overwhelming when you first see it
So I need to like, slowly bring it in
Ahhhh, i see what you mean
I also added relics
Trying to think of some
Poison does two damage per turn, including when it is on you
Your statuses no longer do damage on multiple turns, they do all their damage +5 on the last turn
All cards become ethereal and if there are no cards left whoever has more hp wins
You take half your damage to your mana
Having a status makes you do +1 damage
If you have less than 3hp, you are immune to damage except from ailments
If you are at 4HP and hit for 4+ damage, do you only take 1 damage? Or drop to 0?
Blood Money
-# At the start of each battle, lose 1 HP and gain 1 Gold. Increases by 1 for each after each battle.
Unstable Earth
-# Anytime a mon Burrows, all Burrowed mons lose 2 HP.
Mine may be a bit more specific. Hrmm..
You die
im thinking of relics as ways of making you want to go after a certain playstyle
so like the half damage to mana one would make you want to level up and get quarry/mananite cards
and maybe get mana regen as well
and the ethereal one would make you want to get cards that create cards, or it would make you want to stack hp and quickly eliminate all cards
Blood Magic
-# You can use abilities even if you don't have enough mana, but you will lose HP equal to mana you needed to pay below 0.
Supply and Demand
-# Potions cost 0 to start and increase in cost by 1 each time you use them.
Alternatively
-# Potions cost 8 at the start of the battle. After each turn, the cost decreases by 1 (minimum 0).
Apple a Day
-# Statuses persist between battles.
Crazy Frog
-# All cards are Slimed.
Necromancer's Business Card
-# If your mon dies in battle, you can pay 10 gold to revive it to full health and continue the battle. This cost doubles after each use this run.
Trapped Bag
-# Whenever a move is added or removed from the bag, its owner takes 1 damage (this includes start of battle).
Pandora's Bag
-# All moves enter the bag with a random status (can also be None).
Boss Key
-# Each battle has a chance for the opponent mon to be a "Secret Boss" with double HP and deals double damage in exchange for x3 XP.
Flimsy Funnel
-# Your mon's moves are added to the bag 1 at a time at the start of each turn until all of their moves are added (i.e. Turn 1 = 1 move in bag, Turn 2 = 2 moves in bag... Turn X = X moves in bag, where X is the total number of moves your mon knows/has)
Could also be all mon's moves... to make it more "fair" and not favor the enemies.
If applied to both, the one guy who removes a move at the start of battle becomes really good... for turn 1, at least, lol